Creator's Comments:
TheNewDerf [Creator]
Hey -- I appreciate everyone who has taken time to leave feedback, even though I don't make games anymore.
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
[14] Likes
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
Rating: N/A
Difficulty: N/A
Sep 14, 2019
65 Reviews:
CanusAntonius
Especially interesting visuals and pretty fun jumps, it was an experience.
[0] Likes
Rating: 8.5 85
Difficulty: 55 55
Nov 7, 2020
MrDobryiKot
The last screen is a big leap of difficulty.
[0] Likes
Rating: 8.0 80
Difficulty: 60 60
Jul 2, 2019
Nearigami
Cool visuals, but they make the spike visuals misleading, messing with my visual cues and making the needle sometimes awful to play. I really wish I liked this game more but I just couldn't.
[0] Likes
Rating: 5.0 50
Difficulty: 55 55
May 25, 2019
DerpyHoovesIWBTG
Because of the visuals later on I had a bit of trouble identifying what parts of the spike killed me and whatnot, so it made certain jumps in the game more difficult for me. Some of them were kinda dull or inconvenient as well, but overall it's not too bad.
Tagged as: Needle
[0] Likes
Rating: 6.8 68
Difficulty: 55 55
Mar 19, 2019
sonicdv
One of the best needle games imo with cool creative jumps that you will never see elsewhere. Stage 4 has some bits that are a little horrific, but its a great time overall. I Love this game, I love the music, I love the graphics, I love everything about it
[0] Likes
Rating: 10.0 100
Difficulty: 65 65
Jan 28, 2019